3D Artwork: 3D Constructicons: Mixmaster

Discussion in 'Transformers Fan Art' started by Trypitcon, Jul 5, 2006.

  1. Trypitcon

    Trypitcon No, I can't spell.

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    Overall, I like how Mixmaster turned out compared to the rest. Not keen on the lack of detail on the inside of the legs but whenever I tired to boolean subtract something it just sorta ripped a whole in space/time. But then they all lack that detail so he still fits. :lol 

    I took major liberties with Mixmaster's arms. Both his and Hooks just don't work in robot mode, but are perfect for vehicle mode. So I tried to adapt the style from the MTMTE #2. Not quite the same but I think it works pretty well.

    5 down, one to go.

    Enjoy!

    Chris

    [​IMG] [​IMG] [​IMG]
    [​IMG] [​IMG] [​IMG]
     
  2. Kaijumaster

    Kaijumaster 335

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    My favorite TF of all time. nice.
     
  3. SilverBlade

    SilverBlade Well-Known Member

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    I love the texture you use. How do you do it? (I also use 3D S Max and can never get that effect)
     
  4. Gears

    Gears buh-buh-body ya Veteran

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    Awesome!
     
  5. weewoo

    weewoo Veteran

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    generally if booleans stop working, its because of a mesh error.. theyre messy messy things and tend to leave unnecessary polys and gaps in meshes where one side of an edge is divided and the other isnt. obsessively checking/fixing such things will keep the booleans happy :) 
     
  6. Thunder_Cracker

    Thunder_Cracker Friendship is Evil!!

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    Whoa! Too cool :thumb  It's wonderful
    I thought he had a mouth?!? Ah well, looks better that way :D 
     
  7. Brave Magnus

    Brave Magnus Hecho en Argentina

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    You are my hero Trypitcon.
     
  8. Trypitcon

    Trypitcon No, I can't spell.

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    Well my faces aren't very good so I've been using faceplates where possible :D 
     
  9. Trypitcon

    Trypitcon No, I can't spell.

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    Actually I found that car paint texture in a book called 3D Studio Max 3 Magic. It's a mutli-layer shader with high levels and glossiness in the first specular layer and a low levels and glossiness in the second specular layer. Then there is a falloff map in the reflection slot with a raytrace map.

    It's a simple one but seems to do the job.
     

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